private void BoothCollision() { foreach (AnimationSprite currentStand in LevelLoader.CollisionObjectList) { List <Vec2> vectorsToCorners = new List <Vec2>(); if (currentStand.rotation == 0 || currentStand.rotation == 180) { vectorsToCorners.Add(new Vec2(currentStand.x - currentStand.width / 2, currentStand.y - currentStand.height / 2)); vectorsToCorners.Add(new Vec2(currentStand.x + currentStand.width / 2, currentStand.y - currentStand.height / 2)); vectorsToCorners.Add(new Vec2(currentStand.x + currentStand.width / 2, currentStand.y + currentStand.height / 2)); vectorsToCorners.Add(new Vec2(currentStand.x - currentStand.width / 2, currentStand.y + currentStand.height / 2)); } else { vectorsToCorners.Add(new Vec2(currentStand.x - currentStand.height / 2, currentStand.y - currentStand.width / 2)); vectorsToCorners.Add(new Vec2(currentStand.x + currentStand.height / 2, currentStand.y - currentStand.width / 2)); vectorsToCorners.Add(new Vec2(currentStand.x + currentStand.height / 2, currentStand.y + currentStand.width / 2)); vectorsToCorners.Add(new Vec2(currentStand.x - currentStand.height / 2, currentStand.y + currentStand.width / 2)); } List <Vec2> sideVectors = new List <Vec2>(); sideVectors.Add(vectorsToCorners.ElementAt(1) - vectorsToCorners.ElementAt(0)); sideVectors.Add(vectorsToCorners.ElementAt(2) - vectorsToCorners.ElementAt(1)); sideVectors.Add(vectorsToCorners.ElementAt(3) - vectorsToCorners.ElementAt(2)); sideVectors.Add(vectorsToCorners.ElementAt(0) - vectorsToCorners.ElementAt(3)); byte currentReferenceCornerVector = 0; foreach (Vec2 currentSideVector in sideVectors) { Vec2 differenceVector = Position - vectorsToCorners.ElementAt(currentReferenceCornerVector); float a = -differenceVector.Dot(currentSideVector.Normal()) - width / 2; float b = _velocity.Dot(currentSideVector.Normal()); float currentVectorLength = currentSideVector.Length(); float t = a / b; if (a > -width / 2 && a < 0) { t = 0; } if (b >= 0 && t >= 0 && t <= 1) { Vec2 POI = _oldPosition + t * _velocity; differenceVector = POI - vectorsToCorners.ElementAt(currentReferenceCornerVector); float distanceAlongLine = differenceVector.Dot(currentSideVector.Normalized()); if (distanceAlongLine >= 0 && distanceAlongLine <= currentVectorLength) { _velocity = new Vec2(0, 0); Position = POI; } } currentReferenceCornerVector++; } } }
public static void UnitTest() { Vec2 testVec = new Vec2(2, 4); Vec2 testVec2 = new Vec2(3, 4); float tempFloat = 0; Vec2 temp = testVec + testVec2; Console.WriteLine("Addition correct?: " + (Math.Abs(temp.x - 5) < 0.01f && Math.Abs(temp.y - 8) < 0.01f)); temp = testVec - testVec2; Console.WriteLine("Substraction correct?: " + (Math.Abs(temp.x + 1) < 0.01f && Math.Abs(temp.y) < 0.01f)); temp = 2 * testVec; Console.WriteLine("Multiplication on left correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f)); temp = testVec * 2; Console.WriteLine("Multiplication on right correct?: " + (Math.Abs(temp.x - 4) < 0.01f && Math.Abs(temp.y - 8) < 0.01f)); tempFloat = testVec2.Length(); Console.WriteLine("Length correct?: " + (Math.Abs(tempFloat - 5) < 0.01f)); testVec2.Normalize(); Console.WriteLine("Normalize correct?: " + (Math.Abs(testVec2.Length() - 1) < 0.01f && Math.Abs(testVec2.x - 0.6f) < 0.01f && Math.Abs(testVec2.y - 0.8f) < 0.01f)); testVec2 = new Vec2(3, 4); temp = testVec2.Normalized(); Console.WriteLine("Normalized correct?: " + (Math.Abs(temp.Length() - 1) < 0.01f && Math.Abs(temp.x - 0.6f) < 0.01f && Math.Abs(temp.y - 0.8f) < 0.01f)); testVec.SetXY(15, 2); Console.WriteLine("SetXY correct?: " + (Math.Abs(testVec.x - 15) < 0.01f && Math.Abs(testVec.y - 2) < 0.01f)); Console.WriteLine("Deg2Rad correct?: " + (Math.Abs(Deg2Rad(180) - Math.PI) < 0.01f)); Console.WriteLine("Rad2Deg correct?: " + (Math.Abs(Rad2Deg((float)Math.PI) - 180) < 0.01f)); testVec = GetUnitVectorDeg(180); Console.WriteLine("GetUnitVectorDeg correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f)); testVec = GetUnitVectorRad((float)Math.PI); Console.WriteLine("GetUnitVectorRad correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f)); Console.WriteLine("RandomUnitVector correct?: " + (Math.Abs(RandomUnitVector().Length() - 1) < 0.01f)); testVec = RandomUnitVector(); testVec.SetAngleDegrees(270); Console.WriteLine("SetAngleDegrees correct?: " + (Math.Abs(testVec.y + 1) < 0.01f && Math.Abs(testVec.x) < 0.01f)); Console.WriteLine("GetAngleDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f)); testVec.SetAngleRadians((float)Math.PI); Console.WriteLine("SetAngleRadians correct?: " + (Math.Abs(testVec.x + 1) < 0.01f && Math.Abs(testVec.y) < 0.01f)); Console.WriteLine("GetAngleRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - Math.PI) < 0.01f)); testVec.RotateDegrees(90); Console.WriteLine("RotateDegrees correct?: " + (Math.Abs(testVec.GetAngleDegrees() - 270) < 0.01f)); testVec = RandomUnitVector(); testVec.SetAngleDegrees(180); testVec.RotateRadians((float)Math.PI / 2); Console.WriteLine("RotateRadians correct?: " + (Math.Abs(testVec.GetAngleRadians() - (3 * Math.PI) / 2) < 0.01f)); testVec = new Vec2(2, 4); testVec2 = new Vec2(3, 4); Console.WriteLine("Dot correct?: " + ((testVec.Dot(testVec2) - 22) < 0.01f)); Vec2 testVecNormal = testVec2.Normal(); Console.WriteLine("Normal correct?: " + (Math.Abs(testVecNormal.x + 0.8f) < 0.01f && Math.Abs(testVecNormal.y - 0.6f) < 0.01f && Math.Abs(testVecNormal.Length() - 1) < 0.01f)); testVec.Reflect(1, testVec2); Console.WriteLine("Reflect correct?: " + (Math.Abs(testVec.x - 3.28f) < 0.01f && Math.Abs(testVec.y - 3.04f) < 0.01f)); }